Why this is even a question now
Two things happened. Unity's licensing changes pushed a large cohort of developers to evaluate alternatives seriously for the first time, and Godot's tooling improved sharply while they were looking. The result is a genuine choice for mobile projects, which was not true a few years ago.
Where Godot genuinely wins
It is free and MIT-licensed, with no revenue thresholds, no seat costs and no policy risk, which for a small studio is not a rounding error but a structural advantage. Builds are lean, which matters in install-size-sensitive markets. The editor is fast and the whole thing is small. For 2D mobile games it is excellent and there is little to argue with.
Where Unity still wins for commercial mobile
Three areas, and they decide most commercial projects. The monetisation and analytics ecosystem, meaning ad mediation, IAP, attribution and remote config, is mature in Unity and thin in Godot, and building that yourself is not free. 3D mobile performance tooling and profiling is more advanced. And the hiring pool is far deeper, which matters when you need to staff a team or hand a project over.
The part nobody mentions: third-party SDKs
Most commercial mobile games need an ad network, an attribution SDK, a crash reporter and an analytics platform. Nearly all of these ship official Unity packages and almost none ship official Godot ones. Community bindings exist and many work, but you are accepting maintenance risk on the layer that generates your revenue. That is the real cost difference, and it rarely appears in engine comparisons.
How to actually choose
Pick Godot for 2D mobile games, for projects where install size or licensing certainty matters most, and for teams that already know it. Pick Unity for 3D mobile, for anything monetised with ads and IAP at scale, and for projects that will be handed to another team later. Neither answer is ideological.
What we build in
Unity is our primary engine because most of our client work is monetised 3D mobile, VR and AR, where the ecosystem gap is decisive. That is a reason rather than a religion. If your project is a 2D premium game and you want Godot, that is a sound choice. See Unity development or the Unity vs Unreal comparison.
Related: Unity development · Unity vs Unreal · 2D game development
Quick answers
Is Godot good enough for commercial mobile games?
For 2D mobile games, yes. It is genuinely competitive and the licensing certainty is a real advantage. For monetised 3D mobile at scale, Unity's advantage in ad mediation, attribution and analytics SDKs is still decisive.
What is the biggest hidden cost of choosing Godot?
Third-party SDKs. Ad networks, attribution, crash reporting and analytics almost all ship official Unity packages and rarely ship official Godot ones. Community bindings exist, but you take on maintenance risk on the layer that generates your revenue.
Is Godot really free?
Yes, it is MIT-licensed with no revenue thresholds or seat costs. That is a genuine structural advantage for small studios and it removes the policy risk that pushed many developers to evaluate alternatives in the first place.
Which engine do you build in?
Unity, because most of our client work is monetised 3D mobile, VR and AR where the ecosystem gap matters. For a 2D premium game with no ad monetisation, Godot is a perfectly sound choice and we will say so.
Not sure which engine?
Tell us the game and the business model and we will recommend the engine that fits, including when that is not the one we use most.